Paul /*Wedge*/ DElia's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| How to create machinima in TGE 1.4? | [url=http://trashtalk.illclan.com/]http://trashtalk.illclan.com/[/url] There's an actual machinma... read more | 10/03/2006 (11:34 am) |
| Where to Find Documentation on Recording Trigger Counts | What are you confused about? That code snippet shows what you are looking for. It's creating globa... read more | 10/02/2006 (11:22 am) |
| Question: spawning objects. | No, what you used is probably fine. The example above doesn't really have anything to do with spawn... read more | 10/02/2006 (11:07 am) |
| Seamless Planet Landing/Take Off? | I don't really see why you would need spherical terrain. Atlas could load up a whole planets worth ... read more | 10/02/2006 (11:00 am) |
| Is it possible to apply moments in Torque 2D? | SetAngularVelocity. It's a linear rotational speed, though you can use it to write your own physics... read more | 09/29/2006 (2:05 pm) |
| New to Torque. Using TGB | There are more docs on [url=http://tdn.garagegames.com/wiki/Torque_Game_Builder]TDN here[/url], thou... read more | 09/29/2006 (1:17 pm) |
| Chaingun.... | I think there is also some built in code for handling chaingun type animation left over from Tribes ... read more | 09/26/2006 (2:32 pm) |
| How to disable culling | There's already a function you can call to give something infinite bounds and make it always render.... read more | 09/25/2006 (2:14 pm) |
| Can't select RIGID for colision response in TGB. Please help | Yeah, it's still there, just set it in code. It was taken out of the editor to keep people from pla... read more | 09/25/2006 (10:59 am) |
| Two questions about particles | 1. Sure? 2. You could have your emitters on a seperate scenegraph and leave that one unpaused.... read more | 09/24/2006 (1:37 pm) |
| Vintage Garage Games (a trip through website memory lane :0) ) | Yeah that's what it was originally called, hence you can see where the "Torque" retitling came from.... read more | 09/24/2006 (1:07 pm) |
| Rigid.cc and rigidShape | Well yes, the rigid code is based off the vehicle code, so it was never intended for use on more tha... read more | 09/22/2006 (2:33 pm) |
| Rigid.cc and rigidShape | Spheres for rigid poly collision??? If you want accurate spherical physics, you'll want a custom ph... read more | 09/22/2006 (11:27 am) |
| Torque Engine Demo Version 1.1 (mac) | Brickland is all script right? The odds are it could be ported without too much trouble to the Mac ... read more | 09/22/2006 (11:22 am) |
| TorqueScript and memory management | Like many experienced developers who see Torque Script for the first time, you are making things muc... read more | 09/21/2006 (11:34 am) |
| Creating Cityscapes | I've experimented with portalling open ceiling areas, and it didn't seem possible. An "invisible" c... read more | 09/21/2006 (11:15 am) |
| Help with code | Bucket1.getRotation() == 45 You use two equals signs for a comparison operator.... read more | 09/20/2006 (2:59 pm) |
| Spawning static sprites in random locations | Just some pseudoish code [code] for(%i = 0; %i < 50; %i++){ new t2dStaticSprite(){ scenegraph... read more | 09/20/2006 (1:58 pm) |
| Need Help Understanding Variables, Functions, and Methods | The answer is dynamic variables. In your PlayerBall::fire function, add [code] %this.particleEff ... read more | 09/19/2006 (2:58 pm) |
| Demo victi / pc game / torque game engine | Wow, this is pretty interesting. Do you guys have an Image of the Day pending for this? The grap... read more | 09/19/2006 (1:55 pm) |
| Using T2D's particle engine for motion blur? | Then you hadn't played old school Ninja Gaiden enough ;D. I just threw that effect on some stuff ... read more | 09/19/2006 (1:34 pm) |
| Lower Layer = Higher Mouse Priority? (1.1.1) | There are onMouseEnter/onMouseLeave callbacks for sceneObjects... in the current build of TGB I have... read more | 09/19/2006 (1:29 pm) |
| Slow Editor | The best way you're going to figure that out is by prototyping what you want in your game and seeing... read more | 09/19/2006 (10:58 am) |
| Newbie Collision Questions | The simplest melee you can do, is just making a forward raycast check when you attack with the weapo... read more | 09/19/2006 (10:45 am) |
| Resident evil 4 camera & splitscreen question | You can't get a new camera system in TGE without owning the engine and source code. Making the thir... read more | 09/19/2006 (10:38 am) |
| Slow Editor | It depends on the kind of game you're trying to make. A complex game with lots of collision data an... read more | 09/18/2006 (4:17 pm) |
| Lower Layer = Higher Mouse Priority? (1.1.1) | T2dSprites (or t2dSceneObjects rather) have full mouse callbacks as long as you have the window set ... read more | 09/18/2006 (2:44 pm) |
| T2dParticleEffect stretching | Don't those scripts come with TGB? Maybe I'm wrong, I have it here locally anyways. You get the gr... read more | 09/18/2006 (12:55 pm) |
| Remain in a crouch pose | This is not something you can do from script alone. Maybe these two resources can help? [url]http:... read more | 09/15/2006 (4:50 pm) |
| Animated Collision Detection | Have you considered making the wings as seperate sprites, mounting them to the base ship, and rotati... read more | 09/15/2006 (2:47 pm) |
| Realtime Radiosity Bugs | Wooo, it worked on my 6600GT at home. It ran decentley up until the pillar scene with global lighti... read more | 09/15/2006 (10:46 am) |
| Inheritance / polymorphism? | Yes. I believe that is what the SuperClass field is for. I.E. SuperClass = "BadGuy" and Class = "S... read more | 09/14/2006 (3:28 pm) |
| Animated Collision Detection | It is possible, it's fairly trivial to update the collision poly of an object from script based on i... read more | 09/14/2006 (11:10 am) |
| Raycast Trouble | Oh the damage function does exist, it's just not being used properly. You don't want to use applyD... read more | 09/14/2006 (10:58 am) |
| Wanna apply a delay in the firing of a weapon with a fixed rate | Adjust the stateTimeout values in your weaponimage's statemachine where it is firing/reloading/etc. ... read more | 09/14/2006 (10:52 am) |
| T2dParticleEffect stretching | Uncheck "Fixed Aspect" in your particle settings? I think you could get something like that witht h... read more | 09/13/2006 (11:46 am) |
| Dust in light | Precipitation FX could look more natural in a contrasted lit environment, as the dust floating aroun... read more | 09/13/2006 (11:44 am) |
| Realtime Radiosity Bugs | Sounds really cool! Unfortunately it just crashes trying to run on my crappy X300 at work. I'll tr... read more | 09/13/2006 (11:16 am) |
| Raycast Trouble | Try adding %obj to the end of the RayCast? Like: [code] ContainerRayCast(%MuzzlePoint,%endPoint,$... read more | 09/13/2006 (11:14 am) |
| It's possible set a margin of the visual one player? | MinLookAngle = -1; maxLookAngle = 1;... read more | 09/13/2006 (11:04 am) |
| A sitting pose and skin problem | If I recall, using setSkinName requires your textures to have a specific naming convention. Like, "... read more | 09/12/2006 (3:11 pm) |
| CastCollision Method | Wouldn't pickLine/pickRect be faster if you don't need poly level collision checks? I don't actuall... read more | 09/12/2006 (11:08 am) |
| Networked Terrain Deformation Problem | What happens when you run a dedicated server, so only players in full client mode can connect?... read more | 09/12/2006 (10:59 am) |
| Organizing files in the World Creator | There is also a name field at the top of any objects properties that you can set, when you select th... read more | 09/11/2006 (3:29 pm) |
| Questions before purchase | If most of your experience is with Flash, TGB is going to be much easier to get into. TGE is a seri... read more | 09/08/2006 (7:19 pm) |
| Torque engine scalability | I recognize those specs. You're not getting it on the DS. Or any commercial PC based engine for th... read more | 09/08/2006 (2:38 pm) |
| Adding a mana feature? | The bar is just tied to the energy level? You don't access it directly.... read more | 09/08/2006 (11:47 am) |
| Casino Royal - who can resist Bond, James Bond | Generic action movies are a dime a dozen. Bond movies used to at least have a unique sense of style... read more | 09/08/2006 (11:44 am) |
| What is the use of startHeartbeat? | Yes I think so.... read more | 09/08/2006 (11:00 am) |
| GameConnection Object ? in TGE ? | It's the same networking as TGE. TGB just doesn't have it's objects written to be used in a realtim... read more | 09/08/2006 (11:00 am) |